Radiant WardenCreature 17
Source Pathfinder Bestiary 2
Perception +30 (darkvision)
Languages Any One Ancient Language
Skills Arcana +32, Lore +36, Athletics +33, Occultism +32
Str +9, Dex +6, Con +5, Int +6, Wis +5, Cha +0
AC 40; Fort +32; Reflex +29; Will +28;
HP 300
Speed 30 feet (fly 30 feet)
Immunities bleed, death effects, disease, doomed, drained, fatigued, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
Resistances Mental 15, Physical 15
Hammer +32 (+27, +22) to hit (magical, reach 15, shove) 3d12+15 Bludgeoning
Radiant Beam +32 (+27, +22) to hit (magical, reach 15) 4d10 Force
Darkvision
A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.
At-Will SpellsThe monster can cast its at-will spells any number of times without using up spell slots.
Gatekeeper Aura (abjuration, aura, occult, teleportation)60 feet.
A creature that uses a teleportation ability within the aura's emanation or enters it via a teleportation ability must succeed a DC 38 will save or become Sickened 1 and have its destination changed to a point of the radiant warden's choosing within the emanation. On a successful save, the creature arrives as intended but is still sickened 1.
Orrery (concentrate)Until it acts, the radiant warden appears to be an orrery (or similar large mechanical contraption, such as a telescope). It has an automatic result of 53 on Deception checks and DCs to convincingly pass as such a machine.
Radiant Blast (evocation, force, occult)The radiant warden releases a 50-foot cone of bright energy that deals 10d12 force damage (DC 38 basic reflex save). The radiant warden can't use Radiant Blast for 1d4 rounds.
Radiant Blow (teleportation)When a creature is hit by the radiant warden's hammer Strike, a flash of radiant energy attempts to anchor the creature in place. The creature must attempt a DC 38 will save; on a failure, the creature can't use any teleportation effects for 1 minute. On a critical failure, the creature is also permanently Blinded.
Occult Innate Spells (DC 38, +28 to hit)
5th Level: Dimension Door (At will)
7th Level: Dimensional Lock, Prismatic Spray
8th Level: Collective Transposition, Scintillating Pattern
9th Level: Teleport
The enigmatic and strange radiant wardens were constructed thousands of years ago to protect observatories and scholars against the incursion of alien aggressors from the Dominion of the Black. Over time, their roles as guardians expanded to include watching over any region where the laws of time and space have worn thin, particularly near portals and permanent gates between planets, planes, or dimensions.
Named for both the radial nature of the concentric rings that make up their bodies as well as the glowing radiance of their attacks, radiant wardens carry on their orders, defending sites from invasion with single-minded purpose.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
ConstructA construct is an artificial creature empowered by a force other than necromancy. Constructs are often mindless; they are immune to bleed damage, death effects, disease, healing, necromancy, nonlethal attacks, poison, and the doomed, drained, fatigued, paralyzed, sickened, and unconscious conditions; and they may have Hardness based on the materials used to construct their bodies. Constructs are not living creatures, nor are they undead. When reduced to 0 Hit Points, a construct creature is destroyed.